public void Create(ClassicGame game)
        {
            var gamdat = new Burntime.Data.BurnGfx.Save.SaveGame();

            gamdat.Open();
            LogicFactory.SetParameter("gamdat", gamdat);
        }
Esempio n. 2
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        public void Create(ClassicGame game)
        {
            var resources = LogicFactory.GetParameter <ResourceManager>("resource");
            var container = game.Container;

            // for the time being only add to existing locations
            for (int i = game.World.Locations.Count + 1; i < game.World.Map.Entrances.Length + 1; i++)
            {
                ConfigFile cfg = new ConfigFile();
                cfg.Open("maps/mat_" + i.ToString("D3") + ".txt");

                Location loc = container.Create <Location>();
                loc.Id                = i - 1;
                loc.Source.Water      = cfg[""].GetInt("water_refresh");
                loc.Source.Reserve    = loc.Source.Water;
                loc.Source.Capacity   = cfg[""].GetInt("water_capacity");
                loc.Production        = null;          // city.Producing == -1 ? null : game.Productions[city.Producing];
                loc.AvailableProducts = new int[] { }; // (int[])city.Production.Clone();
                loc.Danger            = resources.GetData(cfg[""].GetString("danger")) as Danger;
                loc.IsCity            = cfg[""].GetBool("city");
                loc.EntryPoint        = cfg[""].GetVector2("entry_point");

                loc.Ways        = new int[] { };
                loc.NeighborIds = cfg[""].GetInts("ways");
                loc.WayLengths  = cfg[""].GetInts("way_lengths");

                // in case of a burngfx location we need to add new ways
                updateBurngfxLocation(loc.Id, loc.NeighborIds, loc.WayLengths, game.World.Locations);

                loc.Map = container.Create <Map>(new object[] { "maps/mat_" + i.ToString("D3") + ".burnmap??4" });

                loc.Rooms = container.CreateLinkList <Room>();

                for (int j = 0; j < loc.Map.Entrances.Length; j++)
                {
                    RoomType type = loc.Map.Entrances[j].RoomType;

                    Room room = container.Create <Room>();
                    room.IsWaterSource = type == RoomType.WaterSource;
                    if (type != RoomType.Normal && type != RoomType.Rope && type != RoomType.WaterSource)
                    {
                        room.Items.MaxCount = 0;
                    }
                    else
                    {
                        room.Items.MaxCount = room.IsWaterSource ? 8 : 32;
                    }
                    room.EntryCondition.MaxDistanceOnMap = 15;
                    if (loc.Map.Entrances[j].RoomType == RoomType.Rope)
                    {
                        room.EntryCondition.MaxDistanceOnMap = 75;
                        room.EntryCondition.RequiredItem     = game.ItemTypes["item_rope"];
                    }
                    room.EntryCondition.RegionOnMap    = loc.Map.Entrances[j].Area;
                    room.EntryCondition.HasRegionOnMap = true;
                    room.TitleId = loc.Map.Entrances[j].TitleId;
                    loc.Rooms   += room;
                }

                game.World.Locations += loc;
                i++;
            }

            // update neighbor links
            foreach (Location location in game.World.Locations)
            {
                for (int k = 0; k < location.NeighborIds.Length; k++)
                {
                    if (location.NeighborIds[k] != -1)
                    {
                        var neighbor = game.World.Locations[location.NeighborIds[k]];
                        // only add if not already in the list
                        if (!location.Neighbors.Contains(neighbor))
                        {
                            location.Neighbors.Add(neighbor);
                        }
                    }
                }
            }
        }
Esempio n. 3
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 public LogicFactory()
 {
     Instance = this;
 }
Esempio n. 4
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        public void Create(ClassicGame game)
        {
            var gamdat = LogicFactory.GetParameter <Burntime.Data.BurnGfx.Save.SaveGame>("gamdat");

            if (gamdat == null)
            {
                return;
            }

            var container = game.Container;

            for (int i = 1; i <= gamdat.Locations.Length; i++)
            {
                var city = gamdat.Locations[i - 1];

                Location loc = container.Create <Location>();
                loc.Id                = game.World.Locations.Count;
                loc.Source.Water      = city.WaterSource;
                loc.Source.Reserve    = city.Water;
                loc.Source.Capacity   = city.WaterCapacity;
                loc.Production        = city.Producing == -1 ? null : game.Productions[city.Producing];
                loc.AvailableProducts = (int[])city.Production.Clone();
                if (city.Danger != 0)
                {
                    loc.Danger = Danger.Instance((city.Danger == 3) ? "radiation" : "gas", city.DangerAmount);
                }
                loc.IsCity      = city.IsCity;
                loc.EntryPoint  = city.EntryPoint;
                loc.Ways        = (from x in city.Ways where x != -1 select x).ToArray();
                loc.WayLengths  = (from x in city.WayLengths where x > 0 select x).ToArray();
                loc.NeighborIds = (from x in city.Neighbors where x != -1 select x).ToArray();

                loc.Map = container.Create <Map>(new object[] { "maps/mat_" + i.ToString("D3") + ".burnmap??4" });

                loc.Rooms = container.CreateLinkList <Room>();

                for (int j = 0; j < loc.Map.Entrances.Length; j++)
                {
                    RoomType type = loc.Map.Entrances[j].RoomType;

                    Room room = container.Create <Room>();
                    room.IsWaterSource = type == RoomType.WaterSource;
                    if (type != RoomType.Normal && type != RoomType.Rope && type != RoomType.WaterSource)
                    {
                        room.Items.MaxCount = 0;
                    }
                    else
                    {
                        room.Items.MaxCount = room.IsWaterSource ? 8 : 32;
                    }
                    room.EntryCondition.MaxDistanceOnMap = 15;
                    if (loc.Map.Entrances[j].RoomType == RoomType.Rope)
                    {
                        room.EntryCondition.MaxDistanceOnMap = 75;
                        room.EntryCondition.RequiredItem     = game.ItemTypes["item_rope"];
                    }
                    room.EntryCondition.RegionOnMap    = loc.Map.Entrances[j].Area;
                    room.EntryCondition.HasRegionOnMap = true;
                    room.TitleId = loc.Map.Entrances[j].TitleId;
                    loc.Rooms   += room;
                }

                game.World.Locations += loc;
            }

            foreach (Location location in game.World.Locations)
            {
                foreach (int id in location.NeighborIds)
                {
                    location.Neighbors.Add(game.World.Locations[id]);
                }
            }
        }
Esempio n. 5
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        public void CreateNewGame(NewGameInfo Info)
        {
            new LogicFactory();

            // load game settings
            settings = new GameSettings("gamesettings.txt");
            settings.SetDifficulty(Info.Difficulty);

            // set up game server
            SetupServer();

            // get root game object
            ClassicGame game = container.Root as ClassicGame;

            LogicFactory.SetParameter("resource", app.ResourceManager);

            // open gam.dat
            IGameObjectCreator creator = new ClassicBurnGfxCreator();

            creator.Create(game);
            var gamdat = LogicFactory.GetParameter <Burntime.Data.BurnGfx.Save.SaveGame>("gamdat");

            // create world object
            game.World = container.Create <ClassicWorld>();
            game.World.VictoryCondition = container.Create <VictoryCondition>();

            // set difficulty
            game.World.Difficulty = Info.Difficulty;

            // add player objects
            AddPlayer(game, Info, gamdat, settings);

            // set main map
            game.World.Map = container.Create <Map>(new object[] { "maps/mat_000.burnmap" });
            LogicFactory.SetParameter("mainmap", game.World.Map);
            game.World.Ways = container.Create <Ways>(new object[] { "ways@maps/mat_000-ways.txt" });

            // set constructions
            game.Constructions = (Constructions)app.ResourceManager.GetData("*****@*****.**");
            game.ItemTypes     = container.Create <ItemTypes>(new object[] { "*****@*****.**" });

            // set productions
            LoadProductions(game, gamdat);

            // create respawn class
            game.World.Respawn = container.Create <CharacterRespawn>(new object[] { settings.Respawn.NPC, settings.Respawn.Trader,
                                                                                    settings.Respawn.Mutant, settings.Respawn.Dog });

            // create locations
            creator = new OriginalLocationCreator();
            creator.Create(game);
            creator = new LocationCreator();
            creator.Create(game);

            // place npcs
            LoadNPCs(game, gamdat);

            // set start locations for player
            SetStartLocations(game);

            // place items
            LoadItems(game, gamdat);

            // set trader
            LoadTrader(game, gamdat);

            // set start inventory for player
            SetStartInventory(game);

            container.Synchronize(false); // DEBUG

            app.Server.Run();
        }